* Ajout des modes de jeu
* Dev de subterra et estia
* Ajout de tous les dialogues et traduction
* Ajout d'un splashscreen
This commit is contained in:
2026-07-19 12:08:29 +02:00
parent a299ecc320
commit 9fdf8d2888
428 changed files with 7387 additions and 778 deletions
+14 -2
View File
@@ -14,6 +14,14 @@ func _init(
progression_data = StoryProgressionData.new()
elif game_mode == Mode.INFINITE:
progression_data = InfiniteProgressionData.new()
if GameInfo:
max_energy_announced = progression_data.get_story_step().get_player_max_energy(
GameInfo.settings_data.story_mode_difficulty
)
max_inventory_announced = progression_data.get_story_step().get_player_max_inventory(
GameInfo.settings_data.story_mode_difficulty
)
@export var game_mode : Mode = GameData.Mode.STORY
@@ -41,8 +49,8 @@ func _init(
@export var dead_orchid_rotation : Vector3
@export var item_announced = []
@export var max_energy_announced = PlayerData.DEFAULT_MAX_ENERGY
@export var max_inventory_announced = PlayerData.DEFAULT_INVENTORY_SIZE
@export var max_energy_announced : int
@export var max_inventory_announced : int
@export var dialogs_done : Array[String] = [] #Chemin des dialogues terminés
@export var tutorials_done : Array[String] = []
@@ -52,6 +60,10 @@ func start_run() -> RunData:
player_data.clear_inventory()
current_run = RunData.new()
current_run.story_step = progression_data.get_story_step().duplicate_deep()
current_run.difficulty_setting = (
1 if progression_data == InfiniteProgressionData
else GameInfo.settings_data.story_mode_difficulty
)
current_run.generate_next_run_points()
current_run.current_run_point_changed.connect(
func(rp : RunPoint):